Week06 打光
gist.github.com 可以分享程式碼如下
Week06 打光
jsyeh.org/3dcg10 下載 data win32
windows.zip => 下載\windows\Light Material.exe
data.zip => 下載\windows\data\模型
主角 Light Material.exe
(左上)左鍵drag可旋轉
(左上)右鍵,換模型
(左下)右鍵,換 Material


(以下程式碼都不用寫)(都用剪貼的)
右邊的參數 glLightfv(...) 的 fv 是 float vector (陣列)
GLfloat light_pos[] = {-2.0, 2.0, 2.0, 1.0 }; 陣列
glLightfv(GL_LIGHT0, GL_POSITION, 陣列)
第幾個燈
設定它的位置
## step01-2
講解光的性質(位置, Ambient, Diffuse, Specular), 講解glLightfv()的參數意思,了解fv是有小數點的陣列, 了解 GL_POSITION可以設定光的位置.
## step01-3
講解完程式碼, 接下來是偷程式碼時間。File-New-Project 選 GLUT專案, 就好了。接下來Ctrl-F找關鍵字light 找到 (1) 有陣列宣告、(2)有函式呼叫 就這樣。
實作時間:
0. freeglut 裝好, lib 改一下 libglut32.a
1. File-New-Project, GLUT專案 沒了....
2. 從 GLUT 範例 偷程式碼!!! Ctrl-F 找 light
3. (1) 有陣列宣告、(2)有函式呼叫
```C++
const GLfloat light_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
const GLfloat light_diffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_position[] = { 2.0f, 5.0f, 5.0f, 0.0f };
const GLfloat mat_ambient[] = { 0.7f, 0.7f, 0.7f, 1.0f };
const GLfloat mat_diffuse[] = { 0.8f, 0.8f, 0.8f, 1.0f };
const GLfloat mat_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat high_shininess[] = { 100.0f };
```
```C++
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);
```
## step02-1
結合之前 GLUT 10行茶壼程式, 配合打光的程式碼 8+10行, 做出打光的茶壼, 其中光的位置有稍微調一下z的值
```C++
#include <GL/glut.h>
const GLfloat light_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
const GLfloat light_diffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_position[] = { 2.0f, 5.0f, -5.0f, 0.0f };
const GLfloat mat_ambient[] = { 0.7f, 0.7f, 0.7f, 1.0f };
const GLfloat mat_diffuse[] = { 0.8f, 0.8f, 0.8f, 1.0f };
const GLfloat mat_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat high_shininess[] = { 100.0f };
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f(1, 1, 0);
glutSolidTeapot( 0.3 );
glutSwapBuffers();
}
int main( int argc, char** argv )
{
glutInit( &argc, argv);
glutInitDisplayMode( GLUT_DOUBLE | GLUT_DEPTH );
glutCreateWindow("week06 light");
glutDisplayFunc(display);
///偷來的程式,要放 glutCreateWindow()之後,才會有效
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);
///放在 glutMainLoop()之前
glutMainLoop();///卡在這裡,之後的程式,都不會執行到
}
```
step02-2
week06_light_mouse_motion_rotate
```C++
#include <GL/glut.h>
#include <stdio.h>
const GLfloat light_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
const GLfloat light_diffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_position[] = { 2.0f, 5.0f, -5.0f, 0.0f };
const GLfloat mat_ambient[] = { 0.7f, 0.7f, 0.7f, 1.0f };
const GLfloat mat_diffuse[] = { 0.8f, 0.8f, 0.8f, 1.0f };
const GLfloat mat_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat high_shininess[] = { 100.0f };
float x=150, y=150, z=0, scale=1.0;
int oldX=0, oldY=0;
void display()
{
glClearColor( 0.5, 0.5, 0.5, 1 );///R,G,B,A 其中A半透明功能,目前沒開
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();///備份矩陣
glTranslatef( (x-150)/150.0 , -(y-150)/150.0 ,z);
glScalef(scale, scale, scale);///都縮放成 scale倍
glColor3f(1,1,0);///黃色的
glutSolidTeapot( 0.3 );///茶壼
glPopMatrix();///還原矩陣
glutSwapBuffers();
}
void keyboard( unsigned char key, int mouseX, int mouseY )
{
}
void mouse(int button, int state, int mouseX, int mouseY )
{///為了解決瞬間移動的錯誤,我們改用正確的方法
oldX = mouseX; oldY = mouseY;
}
void motion(int mouseX, int mouseY)
{
if( mouseX-oldX > 0 ) scale *= 1.01;
if( mouseX-oldX < 0 ) scale *= 0.99;
///x += (mouseX-oldX); y += (mouseY-oldY);
oldX = mouseX; oldY = mouseY;
display();
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("week05 keyboard");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);///今天的主角
glutMouseFunc(mouse);///上上週的主角
glutMotionFunc(motion);///上週的主角
///偷來的程式,要放 glutCreateWindow()之後,才會有效
//glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);
///放在 glutMainLoop()之前
glutMainLoop();
}
```
## step03-1 講解法向量
## step03-2 期中考題
```C++
glPushMatrix();///備份矩陣 10
glTranslatef(x,y,z);//移動 10
glRotatef(角度,x,y,z);//旋轉 10
glScalef(x,y,z);//縮放 10
glBegin(GL_POLYGON);//開始畫 10
glColor3f(r,g,b);//色彩 10
glNormal3f(nx,ny,nz);//打光的法向量
glTexCoord2f(tx,ty);//貼圖座標
glVertex3f(x,y,z);//頂點 10
glEnd();
glPopMatrix();///還原矩陣 10
```
## step03-3
今天最後一節課,想要整合打光+上週教的程式,所以讓同學接續前一個打光的程式,加上旋轉的效果
```C++
#include <GL/glut.h>
#include <stdio.h>
const GLfloat light_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
const GLfloat light_diffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_position[] = { 2.0f, 5.0f, -5.0f, 0.0f };
const GLfloat mat_ambient[] = { 0.7f, 0.7f, 0.7f, 1.0f };
const GLfloat mat_diffuse[] = { 0.8f, 0.8f, 0.8f, 1.0f };
const GLfloat mat_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat high_shininess[] = { 100.0f };
float x=150, y=150, z=0, scale=1.0, angle=0.0;
int oldX=0, oldY=0;
void display()
{
glClearColor( 0.5, 0.5, 0.5, 1 );///R,G,B,A 其中A半透明功能,目前沒開
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();///備份矩陣
glTranslatef( (x-150)/150.0 , -(y-150)/150.0 ,z);
glRotatef(angle, 0,1,0);///對Y軸轉動
glScalef(scale, scale, scale);///都縮放成 scale倍
glColor3f(1,1,0);///黃色的
glutSolidTeapot( 0.3 );///茶壼
glPopMatrix();///還原矩陣
glutSwapBuffers();
}
void keyboard( unsigned char key, int mouseX, int mouseY )
{
}
void mouse(int button, int state, int mouseX, int mouseY )
{///為了解決瞬間移動的錯誤,我們改用正確的方法
oldX = mouseX; oldY = mouseY;
}
void motion(int mouseX, int mouseY)
{
angle += (mouseX-oldX);///轉動
///if( mouseX-oldX > 0 ) scale *= 1.01; ///縮放
///if( mouseX-oldX < 0 ) scale *= 0.99;
///x += (mouseX-oldX); y += (mouseY-oldY);//移動
oldX = mouseX; oldY = mouseY;
display();
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("week05 keyboard");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);///今天的主角
glutMouseFunc(mouse);///上上週的主角
glutMotionFunc(motion);///上週的主角
///偷來的程式,要放 glutCreateWindow()之後,才會有效
//glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);
///放在 glutMainLoop()之前
glutMainLoop();
}
```
## step03-4
今天最後一個程式,把剛剛的程式,整合成 week06_light_keyboard_mouse_motion_all 可以利用keyboard切換now的值,來做移動、旋轉、縮放。.zip
```C++
#include <GL/glut.h>
#include <stdio.h>
const GLfloat light_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
const GLfloat light_diffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_position[] = { 2.0f, 5.0f, -5.0f, 0.0f };
const GLfloat mat_ambient[] = { 0.7f, 0.7f, 0.7f, 1.0f };
const GLfloat mat_diffuse[] = { 0.8f, 0.8f, 0.8f, 1.0f };
const GLfloat mat_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat high_shininess[] = { 100.0f };
float x=150, y=150, z=0, scale=1.0, angle=0.0;
int oldX=0, oldY=0, now=1;///now: 1移動, 2轉動, 3縮放
void display()
{
glClearColor( 0.5, 0.5, 0.5, 1 );///R,G,B,A 其中A半透明功能,目前沒開
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();///備份矩陣
glTranslatef( (x-150)/150.0 , -(y-150)/150.0 ,z);
glRotatef(angle, 0,1,0);///對Y軸轉動
glScalef(scale, scale, scale);///都縮放成 scale倍
glColor3f(1,1,0);///黃色的
glutSolidTeapot( 0.3 );///茶壼
glPopMatrix();///還原矩陣
glutSwapBuffers();
}
void keyboard( unsigned char key, int mouseX, int mouseY )
{
if(key=='1' || key=='w' || key=='W') now=1;///移動
if(key=='2' || key=='e' || key=='E') now=2;///轉動
if(key=='3' || key=='r' || key=='R') now=3;///縮放
}
void mouse(int button, int state, int mouseX, int mouseY )
{///為了解決瞬間移動的錯誤,我們改用正確的方法
oldX = mouseX; oldY = mouseY;
}
void motion(int mouseX, int mouseY)
{
if(now==1){///移動
x += (mouseX-oldX); y += (mouseY-oldY);///移動
}else if(now==2){///轉動
angle += (mouseX-oldX);///轉動
}else if(now==3){
if( mouseX-oldX > 0 ) scale *= 1.01; ///縮放
if( mouseX-oldX < 0 ) scale *= 0.99;
}
oldX = mouseX; oldY = mouseY;
display();
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("week05 keyboard");
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);///今天的主角
glutMouseFunc(mouse);///上上週的主角
glutMotionFunc(motion);///上週的主角
///偷來的程式,要放 glutCreateWindow()之後,才會有效
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);
///放在 glutMainLoop()之前
glutMainLoop();
}
```
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